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I've revamped Ghave a few times this is the latest incarnation and I need some help.
This deck has been viewed 1,516 times.
In a counter/token looping deck there's no Grave Pact? There is a distinct lack of card draw in my opinion. It's clear that you're going for combo with dozens of infinite combos in the deck but aside from sign in blood and skull clamp, there's no real draw in the deck while green and black have amazing draw potential. There is only one ramp spell in the deck. Sure, oracle is great, especially when you can get the top going with her but if you don't draw into her or cultivate you might as well not be playing green at all. Get a Kodama's Reach if you can and preferably at least one other ramp spell. Ramp is godly in EDH, that is why they just banned prime time since he does it far too well. The mana base appears lacking. You have 9 lands that come in tapped. If you can get the good duals or fetches that would improve your speed and decrease the "flop" aspect significantly. If they are outside your budget, I'd replace all the cycle lands with basics. Improving those things will increase your potential to combo out. Keep in mind that by playing Ghave, you put a big target on yourself because people know you have a very easy combo potential even if they have never seen your deck so you will be one of the main targets.
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I am actually getting ready to purchase some cards for the deck and was thinking of picking up Vampiric Tutor, Demonic Tutor, and Cruel Tutor to search, would you recommend card draw instead of tutors? Thank you for pointing out the lack of mana ramp, I'm putting in a caged sun and I'll try and browse through my current cards to find more ramp. That seems to be my problem is that I don't have much problem identifying good combos, but I don't notice the catch the utility cards that I need to get to the combos, mana ramp, card draw, etc... I'll post an updated deck as soon as I get it put together, please continue to comment as you have the time it would be a great help.
I personally prefer draw but it depends on what you're going for. If you're trying to combo off as fast as possible, tutors are going to be superior. If you just want to keep a full grip and let things play out while always having something to do, albeit not always the right thing, card draw is superior. Having a balance of both is usually best.
Included more ramp spells, and I went with some more Tutors for the time being because I'm playing against a very nasty Niv-Mizzet deck at the moment that needs to be taken down a peg or two. Let me know what you think when you get a chance.
Hey dude, you post a message on the forum asking help to improve your deck for 80$. I go through the effort of digging up a ton of cards with prices and you don't even feel it's necessary to check back in. What kind of an utter asshole are you? It's because of douchebags like you people don't bother making an effort contributing to the forum. Why the fuck do we have a forum if assholes like you just post there and then never come back.
I'll ignore the language at this point, but if you would take the time to actually look at the deck you would notice that I took some of your advice from the forum and added. Kodama's Reach Juniper Order Ranger Mirrari's Wake Skyshroud Claim Avenger of Zendikar; and Oracle of Mul Daya I also purchased Grave Pact, Martyr's Bond, Oblivion Stone, Aura Shards, Praetor's Counsel, and White Sun's Zenith, for possible future inclusion. I'll apologize for not Thanking you on the forum, but after seeing 90-100 people view the forum and only 1 comment you'll forgive me if I count it as a loss and stop checking it. Please don't post any more profanity laced comments on my deck, thank you. (side note you tracking people down from the forum in order to cuss them out on the internet does not encourage use of the forums, just saying
Harrow is a powerful but very risky spell... If you're playing against a counter heavy Niv Mizzet deck, there's a good chance it will get countered and set you back a turn rather than ramping you forward. Stick to the Cultivate/Reach or other effects if you can. If there's not a lot of counter magic in your meta, it's ok to use but it sounds like there is. In a friendly meta, ramp won't get countered but yours does not seem friendly and a tempo play like countering a Harrow would be worthwhile every time.
Good Point, I figured it would be safe since he doesn't play a lot of counters (more control and bounce), but might as well avoid the risk if possible.